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Rig types during the age of sail
During the age of sail (such as the 7 years war, American Revolution, Napoleonic war, 1812, etc), almost every warship from sloops-of-war to triple deck ships of the line, were square rigged. Even throughout the 19th century many large merchant sailing ships (Clippers, etc) were square rigged. My question is why was the square rig deemed superior to a fore-and-aft rigged set up?
Of course, a square rig can theoretically be faster going downwind, but that is only say a 45 degree window, and when reaching or close hauled a fore-and-aft rig performs much better. It can also sail much closer to the wind. Would this not be an immense tactical advantage? Being able to sail closer to the wind much faster than an opponent would at least partially mitigate a weather-gage disadvantage as well.
Are there other factors I am not considering? Perhaps a square rig is simpler to trim and handle? There must be some reason that the square rig was so universally used.
My 6 steps for building a sci-fi navy (NEW SERIES)
NOTE 1 - While this can be applied to other aspects of military worldbuilding, and worldbuilding in general, I’m more knowledgable about navies than anything else so that’s what I’ll cover. NOTE 2 - To me, rule number 1 of worldbuilding is if something doesn’t fit your vision or “spark joy” you do not have to do it. Some of the greatest works of fiction have broken all the rules, but it is always good to know them before you break them.
Before I build a sci-fi navy, I consider these questions (specifically in this order):
- What level of science ‘hardness’ do I want it to be?
- What specific technology do I want there to be?
- What ship types might there be?
- What faction/nation am I building a navy for, and what is their geopolitical and economic conditions?
- What ship classes will the navy have?
- How are the ships organised?
Step One: HardnessFirst of all, hardness is a spectrum and the definitions I give don’t 100% apply, it is just a good classification and tool for what technology will be available to you.
Science Fantasy (E.g Dune, Star Trek, Star Wars, WH40K) - In SF, physics and the actual “science” part of SF is mostly ignored. It leaves a lot of room for creativity and you can make the universe operate by your own rules. But whatever rules you make, make them consistent and somewhat believable or anything you do will look like a Deus ex machina. I would encourage you to be as inventive as possible and let your imagination run wild. Technobabble is commonplace which is okay as suspension of disbelief exists and as long as there’s an explanation I don’t see the issue.
Soft Sci-Fi (E.g Stargate, Battlestar Galactica, Babylon 5) - This is probably going to be a contentious one as the line between SSF and SF are very blurred as well as between SSF and HSF. But I define SSF as a world that takes some Newtonian physics and general science into account while still ignoring a lot of it for convenience. It would be arrogant to give a solid and set definition for it because the distinction between soft and hard is rather slight. If you’re going to build a soft sci-fi world, choose which parts of physics you’re going to take into account (centrifuges, skyscraper decks, reverse thrusters are some examples) and which ones you want to hand wave, come up with explanations a well to satisfy the more scientifically aware people.
Hard Sci-Fi (E.g The Expanse, 2001: A Space Oddysey) - HSF is a tricky one with a niche audience, so if you want to go hard, do a lot of research. I’ll be leaving some further reading at the bottom of the post. Hard sci-fi takes Newtonian physics into account, this means spin/thrust gravity, multi-directional thrusters, long travel times, orbital mechanics and a whole lot more. Not everything needs to be scientifically accurate, but scientifically feasible is a good target. I am no expert in HSF so good luck and research plenty!
Step Two: TechnologyThe tech available to the people of your world will determine the types of ships that would possibly exist. The tech you’ll want to consider are FTL, Artificial Gravity, Propulsion, Weaponry, Shields + Defences, Automation + EW, Sensors + Stealth, and Heat Radiation. I may go more in-depth in a later post as there are many impacts they might have on worldbuilding. But for now, think about each of these and what the impacts of them might be.
Step Three: Ship TypesDo not mistake ship types for ship classes, ship types are a form of classification that group ships on their role/size/armament. Typically, if you look at our own world’s naval history, there will be small scouting/patrol ships, medium-sized multi-role ships for a variety of purposes like heavy patrol and front-line combat, specialised ships that require escorts, and large front-line combat vessels that will often be the flagship of a fleet. Consider what technology you’re using and what ship types may appear. Perhaps missiles are king in your space combat, in which case, specialised ships packed ith missiles might pop up as well as escorts bristling with point defence. Perhaps you’re adopting an age-of-sail aesthetic, in which case, multi-decked, hulking ships of the line with batteries of heavy guns may dominate.
Step Four: Politics and EconomicsNavies are expensive and take a long time to plan and build. Militaries need to plan decades in advance so the ships they produce don’t immediately become obsolete, large amounts of infrastructure are needed to build them, and they take a lot of people to keep running. Your nation might need to order components or entire ships from other nations because they don’t have the necessary infrastructure. They might only have a little territory, in that case, they wouldn’t need to focus on “long-range” vessels and have more freedom to enhance ships in other areas. Or maybe they’re a galaxy-spanning empire, in that case, power projection and patrol would be their number one priority. Building a fleet could be seen by other powers as aggressive or troubling, so consider what impact that might have on the power balance.
Step Five: Ship ClassesOnce you know the economic and political position of your faction, as well as the technology and likely ship types. You can start to design individual classes. While I could go on for pages about ship design, I won’t. But here are a few good tips:
Purpose comes first - Know precisely what the class’ role will be before designing, decisions about size, armament and capabilities will be far easier from there.
Ship proportions - If you look at real-life naval history. Around ⅔ of the ship will be taken up by the propulsion and main armament; the remaining third will be everything else. Realistically, naval designers would be efficient so try to as well.
Firing arcs - Unless in your world it isn’t, space is 3-dimensional so an attack can come from any angle. Don’t put all your guns on the “top” of your ship (looking at you, Star Wars) and maximise how many weapons can fire at a target at once (looking at you again, Star Wars).
Don’t make them too perfect - In real life, stopgaps exist, ships are rushed out with major flaws or pushed through bureaucracy. Ships that can do everything amazingly are boring and uncompelling. The millennium falcon is a piece of junk and it’s one of the most famous sci-fi ships of all time.
There are plenty more, but I’ll save a more detailed breakdown for another time.
Step Six: Fleet OrganisationIn any military, organisation is key. Now you don’t need to figure out every rank and every single ship your faction’s navy has, just have a general idea of how they’re organised. “Sector Fleets” with smaller more flexile units attached or a suitable counterpart is a good starting point. Another general rule is that naval units will either be geared towards full-on combat or something like patrol. Another often-overlooked thing is logistics. Men need food and water and amenities, ships need fuel, weapons need ammunition. If your faction has a huge fleet, how does it keep it running? Maybe your nation is weak logistically so can only support a small fleet. Maybe communication in your world is “short-ranged” so fleets need to be consolidated in order to maintain command and control. Study real-world navies and how they’re organised.
ConclusionThank you for taking the time to read this post. Remember I haven’t delved into that much detail here, I might do so in the future depending on what people think. It would be greatly appreciated if you commented your thoughts, any additions, or criticisms you might have. I hope this has helped somewhat. See you next time.
Further Reading/Playing/WatchingAtomic Rockets: Atomic Rockets is a huge project with everything you could ever need for your hard sci-fi ship design. It talks about anything like what space combat may look like, physics, space nations and economies, ship design and ship types. It is quite wordy and a lot of the concepts are hard-to-grasp, however. But It's great to read.
A Collection of Unmitigated Pedantry: ACoUP is a website with a bunch of blog posts for worldbuilders and teachers. For sci-fi, there are posts on ship silhouettes and gun placements. But for those of you fantasy worldbuilders, there are tons of posts from economies to sieges.
Children of a Dead Earth: CoaDE is a high-quality video game combining orbital mechanics problem-solving with super-well-researched ship design and space combat. It's a little under £20 on steam and I really recommend getting it.
Kerbal Space Program: This is an obvious one, super in-depth and charming game about constructing space rockets/planes/stations with great orbital mechanics. About £30 on steam
This Video From The Templin Institute goes into ship types of today, ship naming conventions, and a bit into the politics of navies. Just over 40 minutes long, a good watch.
This Video From Drachinifel covers the planning, procurement, and supply logistics of building a fleet. His channel is the best when it comes to naval history, I really recommend giving his channel a look.
Spacedock is the channel that got me into sci-fi navy shenanigans. It's a great channel filled with ship breakdowns, small sketches, and informative videos about ships and storytelling. They also have a hard-ish sci-fi audio drama which is phenomenal.
EC Henry is an incredibly good 3D artist and ship designer. While he talks about some other parts of sci-fi, he mainly does star wars/trek ship designs. He has done a series about taking tiny background ships from star wars and turning them into gorgeous ships with a full backstory.